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    <ul class="crumbs"><li><a href="../index.html">Home</a></li><li><a href="../extensions.html">Kits</a></li><li><a href="index.html">WorldModelKit</a></li><li><b>Light</b></li></ul></div>
<p class="purpose">Light  The determination of light, visibility and physical access.</p>

<ul class="toc"><li><a href="lght.html#SP1">&#167;1. Darkness</a></li><li><a href="lght.html#SP2">&#167;2. Light Measurement</a></li><li><a href="lght.html#SP3">&#167;3. Invariant</a></li><li><a href="lght.html#SP4">&#167;4. Adjust Light Rule</a></li><li><a href="lght.html#SP5">&#167;5. Silent Light Consideration</a></li><li><a href="lght.html#SP6">&#167;6. Translucency</a></li><li><a href="lght.html#SP7">&#167;7. Visibility Parent</a></li><li><a href="lght.html#SP8">&#167;8. Find Visibility Levels</a></li><li><a href="lght.html#SP9">&#167;9. Touchability Ceiling</a></li><li><a href="lght.html#SP10">&#167;10. Scope Ceiling</a></li><li><a href="lght.html#SP11">&#167;11. Object Is Untouchable</a></li><li><a href="lght.html#SP12">&#167;12. Access Through Barriers Rule</a></li><li><a href="lght.html#SP13">&#167;13. Can't Reach Inside Closed Containers Rule</a></li><li><a href="lght.html#SP14">&#167;14. Can't Reach Outside Closed Containers Rule</a></li><li><a href="lght.html#SP15">&#167;15. Can't Reach Inside Rooms Rule</a></li></ul><hr class="tocbar">

<p class="commentary firstcommentary"><a id="SP1" class="paragraph-anchor"></a><b>&#167;1. Darkness.</b>"Darkness" is not really a place: but in I6 it has to be an object so that
the location-name on the status line can be "Darkness". In I7 we use it as
little as possible: note that it has no properties.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="identifier-syntax">Object</span><span class="plain-syntax"> </span><span class="identifier-syntax">thedark</span><span class="plain-syntax"> </span><span class="string-syntax">"(darkness object)"</span><span class="plain-syntax">;</span>
</pre>
<p class="commentary firstcommentary"><a id="SP2" class="paragraph-anchor"></a><b>&#167;2. Light Measurement.</b>These two routines, <span class="extract"><span class="extract-syntax">OffersLight</span></span> and <span class="extract"><span class="extract-syntax">HasLightSource</span></span>, are largely unchanged
from their I6 definitions; see the {\it Inform Designer's Manual}, 4th edition,
for a commentary. In terms of how they are used in I7, <span class="extract"><span class="extract-syntax">OffersLight</span></span> is called
only by the two rules below; <span class="extract"><span class="extract-syntax">HasLightSource</span></span> is called also in determining
the scope, that is, what is visible to the player.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">objectloop</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="reserved-syntax">in</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax">) </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">j</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">))</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">else</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> </span><span class="identifier-syntax">sr</span><span class="plain-syntax"> </span><span class="identifier-syntax">po</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">IsSeeThrough</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)) &amp;&amp; (~~(</span><span class="identifier-syntax">HidesLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">))))</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">objectloop</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="reserved-syntax">in</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax">)</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">j</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> = </span><span class="identifier-syntax">i</span><span class="plain-syntax">.&amp;</span><span class="identifier-syntax">add_to_scope</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">) ~= </span><span class="constant-syntax">0</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> ~= </span><span class="constant-syntax">0</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="reserved-syntax">metaclass</span><span class="plain-syntax">(</span><span class="identifier-syntax">ad</span><span class="plain-syntax">--&gt;0) == </span><span class="identifier-syntax">Routine</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">ats_hls</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">; </span><span class="identifier-syntax">ats_flag</span><span class="plain-syntax"> = </span><span class="constant-syntax">1</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">sr</span><span class="plain-syntax"> = </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax">; </span><span class="identifier-syntax">po</span><span class="plain-syntax"> = </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax"> = </span><span class="identifier-syntax">LOOPOVERSCOPE_REASON</span><span class="plain-syntax">; </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">RunRoutines</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">, </span><span class="identifier-syntax">add_to_scope</span><span class="plain-syntax">);</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax"> = </span><span class="identifier-syntax">sr</span><span class="plain-syntax">; </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax"> = </span><span class="identifier-syntax">po</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">ats_flag</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">ats_hls</span><span class="plain-syntax"> == </span><span class="constant-syntax">1</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax">=0 : (</span><span class="identifier-syntax">WORDSIZE</span><span class="plain-syntax">*</span><span class="identifier-syntax">j</span><span class="plain-syntax">)&lt;</span><span class="identifier-syntax">i</span><span class="plain-syntax">.#</span><span class="identifier-syntax">add_to_scope</span><span class="plain-syntax"> : </span><span class="identifier-syntax">j</span><span class="plain-syntax">++)</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">ad</span><span class="plain-syntax">--&gt;</span><span class="identifier-syntax">j</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">ad</span><span class="plain-syntax">--&gt;</span><span class="identifier-syntax">j</span><span class="plain-syntax">) == </span><span class="constant-syntax">1</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">ComponentHasLight</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">ComponentHasLight</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="identifier-syntax">next_obj</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_child</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">o</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_child</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">next_obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_sibling</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_child</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">ComponentHasLight</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</span><span class="plain-syntax">))) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">next_obj</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>

<span class="plain-syntax">[ </span><span class="identifier-syntax">HidesLightSource</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">supporter</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">animate</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">enterable</span><span class="plain-syntax">);</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP3" class="paragraph-anchor"></a><b>&#167;3. Invariant.</b>The following routines maintain two variables about the light condition
of the player:
</p>

<ul class="items"><li>(a) If on the most recent check the player was in light, then <span class="extract"><span class="extract-syntax">location</span></span>
equals <span class="extract"><span class="extract-syntax">real_location</span></span> and <span class="extract"><span class="extract-syntax">lightflag</span></span> is false.
</li><li>(b) If on the most recent check the player was in darkness, then <span class="extract"><span class="extract-syntax">location</span></span>
equals <span class="extract"><span class="extract-syntax">thedark</span></span> and <span class="extract"><span class="extract-syntax">lightflag</span></span> is true.
</li></ul>
<p class="commentary">Note that they are not allowed to alter <span class="extract"><span class="extract-syntax">real_location</span></span>, whose definition
has nothing to do with light.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="identifier-syntax">Global</span><span class="plain-syntax"> </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
</pre>
<p class="commentary firstcommentary"><a id="SP4" class="paragraph-anchor"></a><b>&#167;4. Adjust Light Rule.</b>This rule fires at least once a turn, and more often when the player moves
location, since that's likely to invalidate any previous assumptions. It
compares the state of light now with the last time it ran, and gives
instructions on what to do in each of the four possibilities.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">ADJUST_LIGHT_R</span><span class="plain-syntax"> </span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> = </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax">(</span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">player</span><span class="plain-syntax">));</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">CarryOutActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_LIGHT_ACT</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">DivideParagraphPoint</span><span class="plain-syntax">();</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">BeginActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">ForActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain-syntax">) == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">ADJUST_LIGHT_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">); </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">EndActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP5" class="paragraph-anchor"></a><b>&#167;5. Silent Light Consideration.</b>The Adjust Light Rule makes a fuss when light changes: it prints messages,
for instance. This rule is silent instead, and simply does the minimum
necessary to maintain the light invariant. It is used in only four
circumstances:
</p>

<ul class="items"><li>(a) To determine the initial light condition at start of play.
</li><li>(b) When the player moves from one room to another via the "going" action.
</li><li>(c) When the player moves via <span class="extract"><span class="extract-syntax">PlayerTo</span></span>, which is used by "now the player is in ...".
</li><li>(d) When the player changes from one persona to another.
</li></ul>
<p class="commentary">Perhaps case (b) is surprising. Why not simply use the adjust light rule,
as we do on an instance of "move player to ...", for instance? The
answer is that the going action is just about to print details of the
new location anyway, so it would be redundant to have the adjust light
rule print out details as well.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">SilentlyConsiderLight</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax">(</span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">player</span><span class="plain-syntax">));</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax">) </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">; </span><span class="reserved-syntax">else</span><span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP6" class="paragraph-anchor"></a><b>&#167;6. Translucency.</b><span class="extract"><span class="extract-syntax">IsSeeThrough</span></span> is used at various places: roughly speaking, it determines
whether <span class="extract"><span class="extract-syntax">obj</span></span> being in scope means that the object-tree contents of <span class="extract"><span class="extract-syntax">obj</span></span>
are in scope.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">IsSeeThrough</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">supporter</span><span class="plain-syntax">)</span>
<span class="plain-syntax">        || (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)</span>
<span class="plain-syntax">        || (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">animate</span><span class="plain-syntax">)</span>
<span class="plain-syntax">        || ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">)))</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">   </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP7" class="paragraph-anchor"></a><b>&#167;7. Visibility Parent.</b>The idea of <span class="extract"><span class="extract-syntax">VisibilityParent</span></span> is that it takes us from a given position in
the object tree, <span class="extract"><span class="extract-syntax">o</span></span>, to the next visible position above. Note that
</p>

<ul class="items"><li>(1) A container has an inside and an outside: this routine calculates from
the "inside of <span class="extract"><span class="extract-syntax">o</span></span>", which is why it returns <span class="extract"><span class="extract-syntax">nothing</span></span> from an opaque
closed container;
</li><li>(2) Component parts are (for purposes of this routine) attached to the outside
surface of a container, so that if <span class="extract"><span class="extract-syntax">o</span></span> is part of a closed opaque container
then the visibility parent of <span class="extract"><span class="extract-syntax">o</span></span> is its actual parent.
</li></ul>
<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> &amp;&amp; (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="reserved-syntax">nothing</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">o</span><span class="plain-syntax">) </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">o</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP8" class="paragraph-anchor"></a><b>&#167;8. Find Visibility Levels.</b>The following routine sets the pair of variables <span class="extract"><span class="extract-syntax">visibility_ceiling</span></span>, the
highest visible point in the object tree above the player &mdash; or <span class="extract"><span class="extract-syntax">thedark</span></span>
if the player cannot see at all &mdash; and <span class="extract"><span class="extract-syntax">visibility_levels</span></span>, the number of
steps of <span class="extract"><span class="extract-syntax">VisibilityParent</span></span> needed to reach this ceiling; or 0 if the
player cannot see at all.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">FindVisibilityLevels</span><span class="plain-syntax"> </span><span class="identifier-syntax">lc</span><span class="plain-syntax"> </span><span class="identifier-syntax">up</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">location</span><span class="plain-syntax"> == </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">visibility_levels</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">player</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="reserved-syntax">true</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">up</span><span class="plain-syntax"> = </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax">);</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">up</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">up</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">lc</span><span class="plain-syntax">++;</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">visibility_levels</span><span class="plain-syntax"> = </span><span class="identifier-syntax">lc</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP9" class="paragraph-anchor"></a><b>&#167;9. Touchability Ceiling.</b>Analogously:
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">TouchabilityCeiling</span><span class="plain-syntax"> </span><span class="identifier-syntax">original</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">original</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">o</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">o</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K1_room</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> == </span><span class="reserved-syntax">nothing</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_OUTSIDE_RB</span><span class="plain-syntax">, </span><span class="identifier-syntax">p</span><span class="plain-syntax">)) &amp;&amp; (</span><span class="identifier-syntax">RulebookFailed</span><span class="plain-syntax">()))</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP10" class="paragraph-anchor"></a><b>&#167;10. Scope Ceiling.</b>Scope is almost the same thing as visibility, but not quite, and the following
routine does not quite duplicate the calculation of <span class="extract"><span class="extract-syntax">FindVisibilityLevels</span></span>.
The difference arises in the first step, where we take the <span class="extract"><span class="extract-syntax">parent</span></span> of <span class="extract"><span class="extract-syntax">pos</span></span>,
not the core of the <span class="extract"><span class="extract-syntax">parent</span></span> of the core of <span class="extract"><span class="extract-syntax">pos</span></span>: this makes a
difference if <span class="extract"><span class="extract-syntax">pos</span></span> is inside a container which is itself part of something
else.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">ScopeCeiling</span><span class="plain-syntax"> </span><span class="identifier-syntax">pos</span><span class="plain-syntax"> </span><span class="identifier-syntax">c</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">pos</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">location</span><span class="plain-syntax"> == </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">c</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">pos</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">c</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">pos</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">c</span><span class="plain-syntax">)) </span><span class="identifier-syntax">c</span><span class="plain-syntax"> = </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">c</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">c</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP11" class="paragraph-anchor"></a><b>&#167;11. Object Is Untouchable.</b>The following routine imitates the I6 library one of the same name, but
works instead by delegating the decision to the accessibility rulebook.
</p>

<p class="commentary">It is not easy to answer the question of whether someone other than the
player, but in another room, can touch a multiply-present object (a
two-sided door or a backdrop) and we err on the side of caution by saying
yes in such cases. The question would only be asked in the case of a
"try" action deliberately caused by the author, or by an instruction made
by the player to someone not in the same room: in the first case, we will
assume that the author knows what he is doing, and in the second case, the
circumstances in which saying yes would be a wrong call are {\it highly}
improbable.
</p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">ObjectIsUntouchable</span><span class="plain-syntax"> </span><span class="identifier-syntax">item</span><span class="plain-syntax"> </span><span class="identifier-syntax">silent_flag</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax"> </span><span class="identifier-syntax">save_sp</span><span class="plain-syntax"> </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> </span><span class="identifier-syntax">moving</span><span class="plain-syntax"> </span><span class="identifier-syntax">x</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">LocationOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">x</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">item</span><span class="plain-syntax">): </span><span class="identifier-syntax">x</span><span class="plain-syntax">: </span><span class="identifier-syntax">x</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">x</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">x</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K4_door</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">K7_backdrop</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">moving</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">;</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">MoveFloatingObjects</span><span class="plain-syntax">(</span><span class="identifier-syntax">LocationOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">));</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">item</span><span class="plain-syntax">; </span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> = </span><span class="identifier-syntax">silent_flag</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> = </span><span class="identifier-syntax">p</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> == </span><span class="identifier-syntax">actor</span><span class="plain-syntax">) </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">save_sp</span><span class="plain-syntax"> = </span><span class="identifier-syntax">say__p</span><span class="plain-syntax">; </span><span class="identifier-syntax">say__p</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">push</span><span class="plain-syntax"> </span><span class="identifier-syntax">actor</span><span class="plain-syntax">; </span><span class="identifier-syntax">actor</span><span class="plain-syntax"> = </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">ACCESSIBILITY_RB</span><span class="plain-syntax">, </span><span class="constant-syntax">0</span><span class="plain-syntax">, </span><span class="reserved-syntax">true</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">RulebookSucceeded</span><span class="plain-syntax">()) </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">else</span><span class="plain-syntax"> </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    @</span><span class="identifier-syntax">pull</span><span class="plain-syntax"> </span><span class="identifier-syntax">actor</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">say__p</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) </span><span class="identifier-syntax">say__p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">save_sp</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">moving</span><span class="plain-syntax">) </span><span class="identifier-syntax">MoveFloatingObjects</span><span class="plain-syntax">();</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">decision</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP12" class="paragraph-anchor"></a><b>&#167;12. Access Through Barriers Rule.</b></p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">ACCESS_THROUGH_BARRIERS_R</span><span class="plain-syntax"> </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="identifier-syntax">external</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="identifier-syntax">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="identifier-syntax">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">actor</span><span class="plain-syntax">;</span>

<span class="plain-syntax">    </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CommonAncestor</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">, </span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">LocationOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">) == </span><span class="reserved-syntax">nothing</span><span class="plain-syntax">)</span>
<span class="plain-syntax">        &amp;&amp; ((</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K4_door</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">K7_backdrop</span><span class="plain-syntax">) == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">ACCESS_THROUGH_BARRIERS_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">RulebookFails</span><span class="plain-syntax">();</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="comment-syntax">First, a barrier between the player and the ancestor.</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">)); </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">; }</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax">~=</span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">i</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">external</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)</span>
<span class="plain-syntax">                &amp;&amp; (</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_OUTSIDE_RB</span><span class="plain-syntax">, </span><span class="identifier-syntax">i</span><span class="plain-syntax">))</span>
<span class="plain-syntax">                &amp;&amp; (</span><span class="identifier-syntax">RulebookFailed</span><span class="plain-syntax">())) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">; </span><span class="comment-syntax">Barrier</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (~~(</span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K5_container</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">; }</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="comment-syntax">Second, a barrier between the item and the ancestor.</span>

<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="comment-syntax">We can always get to the core of the item.</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax">        </span><span class="comment-syntax">This will be on the inside of its parent, if its parent is a</span>
<span class="plain-syntax">        </span><span class="comment-syntax">container, so there should be no exemption.</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax">~=</span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">i</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">external</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) &amp;&amp;</span>
<span class="plain-syntax">                (</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_INSIDE_RB</span><span class="plain-syntax">, </span><span class="identifier-syntax">i</span><span class="plain-syntax">)) &amp;&amp;</span>
<span class="plain-syntax">                (</span><span class="identifier-syntax">RulebookFailed</span><span class="plain-syntax">())) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">; </span><span class="comment-syntax">Barrier</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">);</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> == </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (~~(</span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K5_container</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">; }</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">    }</span>

<span class="plain-syntax">    </span><span class="identifier-syntax">RulebookSucceeds</span><span class="plain-syntax">(); </span><span class="comment-syntax">No barrier</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP13" class="paragraph-anchor"></a><b>&#167;13. Can't Reach Inside Closed Containers Rule.</b></p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_INSIDE_CLOSED_R</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">CANT_REACH_INSIDE_CLOSED_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP14" class="paragraph-anchor"></a><b>&#167;14. Can't Reach Outside Closed Containers Rule.</b></p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_OUTSIDE_CLOSED_R</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">CANT_REACH_OUTSIDE_CLOSED_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
<p class="commentary firstcommentary"><a id="SP15" class="paragraph-anchor"></a><b>&#167;15. Can't Reach Inside Rooms Rule.</b></p>

<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_INSIDE_ROOMS_R</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> &amp;&amp; </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K1_room</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">        </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) {</span>
<span class="plain-syntax">            </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax">                </span><span class="identifier-syntax">CANT_REACH_INSIDE_ROOMS_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
<span class="plain-syntax">                </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
<span class="plain-syntax">            }</span>
<span class="plain-syntax">        }</span>
<span class="plain-syntax">        </span><span class="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
<span class="plain-syntax">    }</span>
<span class="plain-syntax">    </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
<span class="plain-syntax">];</span>
</pre>
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